Wielding Weaponry
If more than half the unit possesses a specific weapon, all members have access to the weapon in question. Units may use any such weapons, even if they would not be otherwise capable of it - this allows for mixed formations such as pike and shot or swords and shields alongsides polearms, though it will be more effective to use mixed-rank formations for this. Note that this does not apply to casualties fallen in battle - the unit is either equipped or it isn't.
Note that no model may equip more than two weapons, and may not carry multiple polearms. You will always choose a single specific weapon to use during any given phase, which may limit your activities - even if you have a shield and sword, if you elect to use your polearm in combat, these are not equipped that turn.
You may fight with as many weapons as can feasibly be wielded, granting an additional attack using each weapon - and a -1 to hit penalty. You may opt to use less weapons than are currently carried, losing the benefits and penalties in full.
Armoury
Presented here are the rules for non-magical weaponry. All equipment has an associated Cost, which can be spent when purchasing Equipment.
Poison (3)
- Applies to specific weapons.
- Unless indicated otherwise, increase the Strength of the attack by 1 when targeting living targets.
- Poisonous gasses and other non-standard attacks have no effect on non-living targets, or those who are somehow environmentally sealed.
Infantry
Flaming Brands (1)
- May be used to clear darkness, though there are no pregenerated rules for this.
- Fire weapon.
- May not be equipped by models that need both hands to fight, or have a fear of fire.
- Count as Improvised Weapons.
Hand Weapons (1)
- Hand weapons may be wielded in one hand. They have no special effects.
Improvised Weapons (0)
- -1 to Hit.
- Target Armour Save improves by 1.
Daggers (1)
- +1 Initiative.
- -1 Strength.
- Target Armour Save improves by 1.
Double-Handed Weapons (2)
- Prevents use of a Shield.
- -1 Initiative.
- +1 Strength.
- Downgrades target Saving Throw by 1.
- May gain the effects of Improvised if used one-handed.
Flails (1)
- Flails count as Improvised if the wielder has less than 3 Weapon Skill.
- +1 Strength.
- -1 Initiative if Pushed Back the previous Round.
- Unable to move at double speed in charging or routing unless abandoned.
Halberds (2)
- Prevents use of a Shield.
- +1 Initiative against Mounted opponents, provided the wielder has not been Pushed Back during this combat.
- +1 Initiative vs Aerial opponents.
- +1 Strength.
Nets (2)
- Improves wielder's Armour by 1.
- Target suffers -1 to Hit.
- Cannot be used alongside Shields.
Pikes (1)
- May not equip shields.
- May not make more than two maneouvres per Movement or Reserve phase.
- Must pass a Leadership test in order to make maneouvres in Difficult Terrain.
- May not operate within Very Difficult Terrain or Woods.
- Takes entire movement phase per Rank to traverse Obstacles. Three Ranks require three turns. This still applies to Single File formations.
- +3 Initiative if yet to be Pushed Back in Combat.
- +3 Initiative when fighting Cavalry if wielders have yet to be Pushed Back in combat.
- Every nth wielder in every nth rank may Fight in melee combat, up to and including the fourth rank. For example, every other member of the second rank may fight, and every third in the third rank, and so on.
- +1 Initiative against Aerial opponents.
- Must rearrange into a single rank formation upon being pushed back.
- May not enter houses.
Spears (1)
- +1 Initiative on the first Round of combat.
- +2 Initiative against Mounted units until the wielder has been Pushed Back.
- Every second fighter in the second rank may fight in hand-to-hand.
- +1 Initiative against Aerial opponents.
Mounted
Mounted units use the speed of their mounts, modified as indicated and with an additional -0.5 Movement penalty for wearing any amount of armour that would typically reduce Movement, and improve their armour save by one (two if the mount is wearing barding). They also use different weaponry bonuses. Many mounts have their own Attacks, which are used in their own profile in addition to the attacks of the rider. All attacks against a mounted unit are resolved against the rider, with the rider and mount both being slain on death.
Horse (3)
War Horse (6)
Giant Wolf Mount (8)
Hand Weapons (1)
+1 to Hit against footsoldiers shorter than 10 feet. This bonus is lost if the wielder has been Pushed Back in the previous Turn.
Improvised Weapons (0)
- -1 to Hit.
- Target Armour Save improves by 1.
Daggers (1)
- +1 Initiative.
- -1 Strength.
- Target Armour Save improves by 1.
Flails (2)
- If the wielder has less than 4 Weapon Skill, the weapon gains the rules of Improvised weaponry.
- +1 Strength.
- -1 Initiative outside the first round of Hand-to-Hand.
Lances (2)
- +2 Initiative.
- +2 Strength.
- Downgrades target Armour by 1.
- Counts instead as Hand Weapon on second and subsequent turns of Hand-to-Hand.
Spears (1)
- +1 Initiative on the first turn of combat.
- +1 to Hit target footsoldiers under 10 feet tall, provided the wielder has not fallen back in the previous turn.
- +1 Strength on Charge.
Missiles
Ranged Weapons are typically two-handed, preventing the use of shields.
Flaming Missiles (1)
- A unit preparing to shoot Fire Arrows must spend the entire turn stationary.
- Halves the range of the weapon.
- Fire weapon.
- May be equipped in addition to ordinary missiles.
Brazier (2)
- Must be carried and attended by two models that may not fight or shoot.
- Allows models in the unit equipped with Flaming Missiles to use Flaming Missiles.
Bow (2)
Weapon | Range | Strength | Save Modifier |
Bow | 24 | 3 | None |
- No special rules.
Shortbow (1)
Weapon | Range | Strength | Save Modifier |
Shortbow | 16 | 3 | None |
- No special rules.
Longbow (3)
Weapon | Range | Strength | Save Modifier |
Longbow | 30 | 3 | Degrades armour save by 1 if target is within half Range |
- No special rules.
Crossbow (3)
Weapon | Range | Strength | Save Modifier |
Crossbow | 30 | 4 | Degrades armour save by 1 if target is within half Range |
- May not fire the crossbow on the same turn any Maneouvres are made during the Movement or Reserve Phases.
- If a unit with crossbows is charged, they may only stand and fire if they did not move or shoot within the previous turn.
Repeating Crossbow (4)
Weapon | Range | Strength | Save Modifier |
Repeating Crossbow | 16 | 3 | None |
- May be fired twice during the Shooting phase, with a -1 Hit penalty.
- May only be purchased by Dark Elves.
Throwing Weapons (1)
Weapon | Range | Strength | Save Modifier |
Throwing Spear/Axe | 4 | As Shooter | Degrades armour save by 1 |
Throwing Knife/Dart | 6 | As Shooter | None |
Javelin | 8 | As Shooter | None |
- May throw weapons before combat, replacing the standard stand and fire rules, and may be used as part of an offensive charge. The front row is considered to throw these weapons immediately before combat, dealing damage before the first round begins, though the damage is considered to have been part of that round.
- Thrown Weapons do not suffer the -1 penalty for being thrown at above half range.
- Models remain equipped with throwing weapons even after said weapons are thrown.
Sling (1)
Weapon | Range | Strength | Save Modifier |
Sling | 18 | 3 | None |
- May be fired twice during the Shooting phase, if the wielder does not use any Maneouvres that turn. This reduces the range to 9. This may not be used as a feature during Stand and Fire.
Blowpipe (1)
Weapon | Range | Strength | Save Modifier |
Blowpipe | 12 | 1d6 | None |
- No special rules beyond the already included poison.
Improvised (0)
Weapon | Range | Strength | Save Modifier |
Improvised | 3 | Shooter -2 | Improved by 1 |
- No additional special rules.
Gunpowder
Gunpowder is typically very slow but powerful. Gunpowder weapons may only be purchased if your Warband includes Dwarves.
Arquebus (3)
Weapon | Range | Strength | Save Modifier |
Arquebus | 24 | 4 | -1 at 12 or less, -2 at 6 or less |
- May not fire in the same turn as any Maneuvers being made.
- May not fire two turns in a row.
- May not stand and fire if Maneouvred or fired within the last turn.
- For each Hit roll of a 1, the unit suffers a S4 Hit of its own.
Blunderbuss (2)
Weapon | Range | Strength | Save Modifier |
Blunderbuss | 8 | 3 | -2 |
Blunderbuss | 8-16 | 1 | None |
- May not fire the same turn that any Maneouvres are made.
- May not fire two turns in a row.
- May only stand and fire if it has not maneouvred or shot in the previous turn.
- For each Hit roll of a 1, the unit suffers a S4 Hit of its own.
Pistols (2)
Weapon | Range | Strength | Save Modifier |
Pistols | 6 | 4 | -1 -2 in Hand to Hand |
- May not fire two turns in a row.
- May not stand and fire if Maneouvred within the last turn.
- For each Hit roll of a 1, the unit suffers a S4 Hit of its own.
- May be used as a weapon in close combat, using WS instead of BS. May only be fired once per combat.
Grenades (2)
Weapon | Range | Strength | Save Modifier |
Grenades | 6 | 3 | -2 |
- May not fire in the same turn as any Maneuvers being made during the Movement phase.
- Place a 1" Blast Template above the target that does not need to be in the front rank of a targeted enemy.
- Roll 1d20 to determine effects.
- 1-12: Scatters 1d3" in the direction indicated by the roll number relative to a clock face.
- 13-19: Lands where intended.
- 20: Explodes prematurely, only travelling 1d6-1" in the direction thrown.
- All models beneath the blast template are hit once.
Torinoko Grenades (1)
Weapon | Range | Strength | Save Modifier |
Torinoko Grenades | 6 | Special | None |
The effect of a torinoko grenade depends upon its type, but otherwise follow standard Grenade rules.
Explosive grenades have a Strength of 2.
Flash grenades render targets incapable of anything other than movement provided they are adjacent to someone who is not blinded. Blinded characters are hit automatically in combat. Blindness lasts until the end of the following turn.
Firecracker grenades reduce target Initiative and Weapon Skill by 1 until the end of the following close combat round.
Armour
Armour reduces the Movement of most creatures based on the bulk of the armour carried, and always causes the character wearing it to lose magical effectiveness - for each point of armour, all spells cost an additional Magic Point to cast.
Light Armour (2)
- Sets base armour value to 6 rather than 7.
Heavy Armour (3)
- Sets base armour value to 5 rather than 7.
- Applies a -0.5 Movement penalty.
Shield (1)
- Improves armour value by 1.
- Does not apply when attacked from the rear.
- Applies a -0.5 Movement penalty if other Armour is equipped.
- Allows various defensive Formations.
Barding (4)
- Improves armour value by 1.
- Applies a -0.5 Movement Penalty.
- Can only be applied to Warhorses.
Standards and Musicians
Standards and Musicians improve morale and coordination on the field, but are also targets of enemy attack.
Musicians
- Must be in the front rank.
- Leadership improved by 1 to a maximum of 10 for the purposes of performing second and third maneouvres.
- Lost if the unit Routs.
Unit Standards
- Must be in the front rank.
- +1 score to determine victor of Combat if alive at end of round.
- If bearer is slain and unit is pushed back, enemy may attempt to capture the Standard. If this occurs, the losing unit does not Rout, and a second Fight phase occurs. The winner captures the standard, and the loser makes a Rout test. On a draw, the standard is lost but recovered by the winner of the battle.
- If the enemy do not try to capture the standard when the bearer falls, the standard is lost but recovered by the winner of the battle.
- If the standard is captured, the unit it belonged to suffers a penalty of 2 to Leadership for the rest of battle or until it is recaptured. If the standard is lost but not captured, the unit suffers a penalty of 1 instead.
- The standard is lost as if the bearer was slain if the unit Routs.
Army Standards
- Must be carried by a Character Model other than the General or a sub-commander.
- Must be in base-to-base contact with the General to provide bonuses.
- +1 score to determine victor of Combat if alive at end of round, stacking with Unit Standards.
- If a friendly unit within 12" would Rout, it may retake the Rout Test.
- Friendly units within 12" improve their Rally Tests by +1.
- If bearer is slain and unit is pushed back, enemy may attempt to capture the Standard. If this occurs, the losing unit does not Rout, and a second Fight phase occurs. The winner captures the standard, and the loser makes a Rout test. On a draw, the standard is lost but recovered by the winner of the battle. May be Captured by a non-character model if no Characters are available, and Generals and Sub-Commanders are eligable to recover the Army Standard.
- If the enemy do not try to capture the standard when the bearer falls, the standard is lost but recovered by the winner of the battle.
- If the standard is captured, the unit it belonged to suffers a penalty of 3 to Leadership for the rest of battle or until it is recaptured. If the standard is lost but not captured, the unit suffers a penalty of 2 instead. Unlike normal Standards, this may be recovered by recovering the Standard.
- The standard is lost as if the bearer was slain if the unit Routs.
Random Magic Item
See the Random Magic Item table.
Must be purchased by a Wizard.
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